Thanks for the reply. I hadn't thought to check the options. Music off by default does make sense, and having to re-enable it each time isn't too big a burden.
I got so familiar with the music in the starting room of seed 0 when working on my mapping project. While the music is part of the game's charm, it can be grating in some rooms. If you want to try some different methods of creating the music, check this script: https://github.com/bob-the-hamster/autoautotracker (or the original at https://github.com/wibblymat/ld24/blob/master/autotracker.py). (VLC can play the resulting files, if you don't have a tracker file player.). While you wouldn't be able to use the code directly, how that script generates tunes might give you ideas.
Another aspect of the music system that can be jarring is the music for a room restarting every time I enter it. Have you considered a global music timer, with the music in each room starting according to that timer rather than from the beginning? That would give a smoother experience when moving between rooms. As an example, Night in the Woods uses this method. The exterior world has its music, and the interior of each location has its own different music. When I enter a location the exterior music fades and the interior music starts, but when I go back outside the exterior music resumes as if it had been playing silently in the background and was just being turned back up.
I do still have "0a" as the seed in one browser, so I'll leave that one as is. If I try another mapping project, to see how the newer world generation compares, I'll use seed "a".
Assuming this works, I've added two images: the first is the entire map, and the second is the same map with labels. "V" is vendors, "C" is map coin, and powerups are named. (I think I missed a couple map coins, but I can't check that now.) I had started tracing the progression path but didn't get past the first few powerups, so I left that out. The numbers are the order in which I took the screenshots, which roughly shows the path.
